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Wizard passives

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Passive skills replaced Traits late in game development. Many passives are very similar to previously-known traits, with the main changes coming in changes to the character level requirements, and the fact that passives are on/off, rather than using 1, 3, or 5 points, as Traits did. Characters only get three passive in total, with one slot opening up for a passive at Clvl 10, 20, and 30.


[edit] Wizard Passives

This list is tentative and based on the beta build. Expect further refinements in the final game.


Name Level Description
IconBlur.png
Blur
(database)

Passive
10 Decreases melee damage taken by 20%.
IconPowerHungry.png
Power Hungry
(database)

Passive
10 Gain 30 Arcane Power whenever you are healed by a health globe.
IconEvocation.png
Evocation
(database)

Passive
13 Reduces all cooldowns by 15%.
IconGlassCannon.png
Glass Cannon
(database)

Passive
16 Increases all damage done by 15%, but decreases Armor and resistances by 10%.
IconProdigy.png
Prodigy
(database)

Passive
20 When you deal damage with a Signature spell, you gain 4 Arcane Power.


The following skills are Signature spells:
Magic Missile
Shock Pulse
Spectral Blade
Electrocute

IconAstralPresence.png
Astral Presence
(database)

Passive
24 Increases your maximum Arcane Power by 20 and Arcane Power regeneration by 2 per second.
IconIllusionist.png
Illusionist
(database)

Passive
27 Whenever you suffer more than 15% of your Life in a single hit, the cooldowns on Mirror Image and Teleport are automatically reset.
IconColdBlooded.png
Cold Blooded
(database)

Passive
30 All damage dealt to chilled and frozen targets is increased by 20%.
IconConflagration.png
Conflagration
(database)

Passive
34 Fire damage dealt to enemies applies a burning effect, increasing all damage done to them by 10% for 3 seconds.
IconParalysis.png
Paralysis
(database)

Passive
37 Lightning damage dealt to enemies has up to a 8% chance to Stun the target for 1.5 seconds.
IconGalvanizingWard.png
Galvanizing Ward
(database)

Passive
40 Increases the duration of your Armor spells by 120 seconds. As long as an Armor spell is active, you gain 310.097 Life per second.


The following skills are improved:
Energy Armor
Ice Armor
Storm Armor

IconTemporalFlux.png
Temporal Flux
(database)

Passive
45 Whenever you deal Arcane damage, enemies are slowed by 30% for 2 seconds.
IconCriticalMass.png
Critical Mass
(database)

Passive
50 Critical Hits have a chance to reduce the cooldown of your spells by 1 second.
IconArcaneDynamo.png
Arcane Dynamo
(database)

Passive
55 When you deal damage with a Signature spell you may gain a Flash of Insight. After 5 Flashes of Insight, your next non-Signature spell deals 75% additional damage.


The following skills are Signature spells:
Magic Missile
Shock Pulse
Spectral Blade
Electrocute

IconUnstableAnomaly.png
Unstable Anomaly
(database)

Passive
60 When reduced below 30% Life, you heal to 45% of your maximum Life and release a shockwave that knocks enemies back and slows them by 60% for 3 seconds. This effect cannot occur more than once every 60 seconds.


[edit] Development

  • See the Wizard skill archive for the full list, with descriptions, of all active and passive skills that have been removed from the game during development.


By the July 2011 Press Event, the skill system had once again been completely redesigned. The traits system was scrapped, and replaced by a new version of passive skills, but still separate from the active skills. Although 9 of the Wizard's traits were turned into passives, 23 of them were removed, and 6 passives were brand new.

The list of Wizard passives shown at the press event is likely still in development and may change before game release.

Not all passive skills have stayed in the game. Many were removed during the Beta test.


[edit] References